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The Book of Eldritch Might III
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<blockquote data-quote="Messageboard Golem" data-source="post: 4457481" data-attributes="member: 18387"><p>The Book of Eldritch Might III: The Nexus is a 96 page softcover book written by Monte Cook from Malhavoc Press, with a cover price of $18.95. It is collection of spells, magic items, and assorted arcane knicknacks. What makes this book unusual and different from its predecessors is its organization; each of the seven chapters describes a magical locale with its denizens and magics rather than arranging the chapters of this book into spells, feats, monsters etc.</p><p></p><p>The locations in this book are diverse and interesting, and could probably be dropped into most campaigns without too much work. The Nexus itself is a weird little psuedo-demiplane full of interdimensional gateways that can be used to link to the other locations in the book. In Vabrin's Forge a lonely ettin crafts intelligent magic items for companionship. This chapter includes well-done rules for intelligent magic items with levels. At the Pool of Glenmasis, tricky fey trade neat little minor magics under the protection of a powerful sanctuary effect. The Vale of Stars, The Tomb of Frozen Dreams, The City in the Storm; each location is distinctive in its own right. But the really good stuff is the spells, monsters, feats and magic items that can easily be used in any setting.</p><p></p><p>The interior art by Kieran Yanner and Sam Wood is top notch, too.</p><p></p><p>Its tough to find anything bad to say about this book, but some people might prefer a more straightforwardly arranged magic collection. </p><p></p><p>I really enjoyed reading this book. It is packed full of ideas that I can't wait to put in my game, and I recommend it highly. (This is my first review, any comments are welcome)</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 4457481, member: 18387"] The Book of Eldritch Might III: The Nexus is a 96 page softcover book written by Monte Cook from Malhavoc Press, with a cover price of $18.95. It is collection of spells, magic items, and assorted arcane knicknacks. What makes this book unusual and different from its predecessors is its organization; each of the seven chapters describes a magical locale with its denizens and magics rather than arranging the chapters of this book into spells, feats, monsters etc. The locations in this book are diverse and interesting, and could probably be dropped into most campaigns without too much work. The Nexus itself is a weird little psuedo-demiplane full of interdimensional gateways that can be used to link to the other locations in the book. In Vabrin's Forge a lonely ettin crafts intelligent magic items for companionship. This chapter includes well-done rules for intelligent magic items with levels. At the Pool of Glenmasis, tricky fey trade neat little minor magics under the protection of a powerful sanctuary effect. The Vale of Stars, The Tomb of Frozen Dreams, The City in the Storm; each location is distinctive in its own right. But the really good stuff is the spells, monsters, feats and magic items that can easily be used in any setting. The interior art by Kieran Yanner and Sam Wood is top notch, too. Its tough to find anything bad to say about this book, but some people might prefer a more straightforwardly arranged magic collection. I really enjoyed reading this book. It is packed full of ideas that I can't wait to put in my game, and I recommend it highly. (This is my first review, any comments are welcome) [/QUOTE]
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